The goal of this programming project is to create images of realistic buildings using texture mapping in OpenGL. This way, you can models the walls of a building using an image of bricks instead of defining separate polygons for each brick. Similarly, the roof, windows, and doors can be rendered using image based textures instead of more detailed geometric models.
A number of texture images for bricks, shingles, doors and windows are provided in the textures directory. There are also images of the fronts of several buildings that you can use to texture map the facade of a building using only one polygon.
To start with, you can extend the "texture3.cpp" program to create a simple polygon model for your building. The doors and windows "overlap" the walls, so you should define your polygons accordingly. There are 10 texture images in each category, so select the texture images you want to use to render the walls, roof, windows and doors. The GUI will allow you to rotate your building to see what it looks like from different points of view.
To make your program more interesting, you should prompt the user for input (or call a random number generator) to decide which texture images to use. The texture images have been numbered sequentially between 0..9 to make it possible to create image names at run time, and create different buildings. Some combinations of textures will look better than others. Save a few screen shots of buildings you like to include in your final report.
You can implement this program using either a bottom-up approach or a top-down approach. If you go for a bottom-up approach, start by creating basic functions and classes, and test theses functions using a simple main program that calls each method. When this is working, you can create the main program that uses these functions to solve the problem above.
If you go for a top-down approach, start by creating your main program that reads user input, and calls empty functions to pretend to solve the problem. Then add in the code for these functions one at a time. This way, you will get an idea of how the whole program will work before you dive into the details of implementing each method and class.
Regardless of which technique you choose to use, you should develop your code incrementally adding code, compiling, debugging, a little bit at a time. This way, you always have a program that "does something" even if it is not complete.
Test your program to check that it operates correctly for all of the requirements listed above. Also check for the error handling capabilities of the code. Try your program on 2-3 input documents, and save screen shots and/or testing output in text files for submission on the program due date.
When you have completed your program, write a short report (less than one page long) describing what the objectives were, what you did, and the status of the program. Does it work properly for all test cases? Are there any known problems? Save this report in a separate document to be submitted electronically.
In this class, we will be using electronic project submission to make sure that all students hand their programming projects and labs on time, and to perform automatic analysis of all programs that are submitted. When you have completed the tasks above go to the class web site to "submit" or "upload" your documentation, program, and testing files.
The dates on your electronic submission will be used to verify that you met the due date above. All late projects will receive reduced credit (50% off if less than 24 hours late, no credit if more than 24 hours late), so hand in your best effort on the due date.
You should also PRINT a copy of these files and hand them into your instructor in your next class or put it his mailbox in the department office. Please print and include a copy of the programming project evaluation form as the title page of your report.